Completes the rainbow (whoops)
parent
9b1fd3a8c2
commit
29e74e34ca
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@ -23,15 +23,15 @@ font_color = Color(1, 1, 0, 1)
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[sub_resource type="LabelSettings" id="LabelSettings_opfnp"]
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font_size = 160
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font_color = Color(0, 0, 1, 1)
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font_color = Color(0, 0.545, 0.545, 1)
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[sub_resource type="LabelSettings" id="LabelSettings_cp0ys"]
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font_size = 160
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font_color = Color(0.545098, 0, 0, 1)
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font_color = Color(0.4, 0.2, 0.6, 1)
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[sub_resource type="LabelSettings" id="LabelSettings_yhxw7"]
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font_size = 160
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font_color = Color(1, 1, 0, 1)
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font_color = Color(1, 0.270588, 0, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_trj04"]
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bg_color = Color(0, 0, 0, 1)
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@ -126,7 +126,7 @@ texture = ExtResource("3_ce3w2")
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script = ExtResource("4_n45e2")
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[node name="Ouroboros3" type="Sprite2D" parent="Title"]
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modulate = Color(0.4, 0.2, 0.6, 1)
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modulate = Color(0, 0, 1, 1)
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material = ExtResource("3_t1dhk")
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position = Vector2(776, 178)
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scale = Vector2(0.5, 0.5)
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@ -134,7 +134,7 @@ texture = ExtResource("3_ce3w2")
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script = ExtResource("4_n45e2")
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[node name="Ouroboros4" type="Sprite2D" parent="Title"]
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modulate = Color(1, 0.270588, 0, 1)
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modulate = Color(0.545098, 0, 0, 1)
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material = ExtResource("3_t1dhk")
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position = Vector2(947, 181)
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scale = Vector2(0.5, 0.5)
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@ -161,10 +161,10 @@ label_settings = SubResource("LabelSettings_n45e2")
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[node name="Label2" type="Label" parent="Title"]
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layout_mode = 0
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offset_left = 631.0
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offset_top = 66.0
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offset_right = 731.0
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offset_bottom = 290.0
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offset_left = 642.0
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offset_top = 69.0
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offset_right = 742.0
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offset_bottom = 293.0
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text = "b"
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label_settings = SubResource("LabelSettings_opfnp")
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@ -7,6 +7,6 @@ var last_rotation_mult = 1
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func _process(delta: float) -> void:
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var head = get_tree().get_first_node_in_group("Head")
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if head is SnakePart:
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modulate = head.COLOURS[head.colour_index]
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modulate = head.COLOURS[[head.colour_index % len(head.COLOURS)]]
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last_rotation_mult = head.colour_index + 1
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rotate(delta * ROTATION_SPEED * last_rotation_mult)
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@ -4,7 +4,7 @@ class_name SnakePart
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const TILE_SIZE = 40
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enum PartTypes {HEAD, BODY, TAIL}
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enum States {ALIVE, DEAD, OUROBOROS, OLD_OUROBOROS}
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const COLOURS = [Color.DARK_RED, Color.ORANGE_RED, Color.YELLOW, Color.WEB_GREEN, Color.BLUE, Color.REBECCA_PURPLE]
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const COLOURS = [Color.DARK_RED, Color.ORANGE_RED, Color.YELLOW, Color.WEB_GREEN, Color.DARK_CYAN, Color.BLUE, Color.REBECCA_PURPLE]
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var part_type : PartTypes = PartTypes.HEAD
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var state : States = States.ALIVE
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@ -214,7 +214,7 @@ func process_movement(new_direction : Vector2, prevent_movment : bool = false) -
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func update_sprite() -> void:
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sprite.modulate = COLOURS[colour_index]
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sprite.modulate = COLOURS[colour_index % len(COLOURS)]
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# Set the sprite based on state and part type
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match part_type:
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